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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef SUPERNOVA_H
#define SUPERNOVA_H
#include "audio/audiostream.h"
#include "audio/mixer.h"
#include "audio/decoders/raw.h"
#include "common/array.h"
#include "common/random.h"
#include "common/scummsys.h"
#include "common/events.h"
#include "engines/engine.h"
#include "supernova/console.h"
#include "supernova/graphics.h"
#include "supernova/rooms.h"
#include "supernova/msn_def.h"
namespace Supernova {
struct ScreenBuffer {
ScreenBuffer()
: _x(0)
, _y(0)
, _width(0)
, _height(0)
, _pitch(0)
, _pixels(0)
{}
byte *_pixels;
int _x;
int _y;
int _width;
int _height;
int _pitch;
};
class ScreenBufferStack {
public:
ScreenBufferStack();
void push(int x, int y, int width, int height, int pitch = 320);
void restore();
private:
ScreenBuffer _buffer[8];
ScreenBuffer *_last;
};
class SupernovaEngine : public Engine {
public:
SupernovaEngine(OSystem *syst);
~SupernovaEngine();
virtual Common::Error run();
Common::RandomSource *_rnd;
Console *_console;
Audio::SoundHandle _soundHandle;
ScreenBufferStack _screenBuffer;
MSNImageDecoder _currentImage;
int _currentImageFilenumber;
Common::Event _event;
bool _gameRunning;
byte _imageIndex;
byte _sectionIndex;
byte _menuBrightness;
byte _brightness;
uint _delay;
bool _messageDisplayed;
int _textCursorX;
int _textCursorY;
int _textColor;
int getDOSTicks();
void initData();
void initPalette();
void paletteFadeIn();
void paletteFadeOut();
void paletteBrightness();
void updateEvents();
void playSound(int filenumber, int offset = 0);
void playSoundMod(int filenumber);
void stopSound();
void renderImage(int filenumber, int section, bool fullscreen = false);
void saveScreen(int x, int y, int width, int height);
void restoreScreen();
void renderRoom(Room &room);
void renderMessage(const char *text, MessagePosition position = kMessageNormal);
void removeMessage();
void renderText(const char *text, int x, int y, byte color);
void renderText(const char *text);
void renderBox(int x, int y, int width, int height, byte color);
void setColor63(byte value);
};
class Inventory {
public:
Inventory();
void add(Object &obj);
void remove(Object &obj);
Object *get(size_t index) const;
Object *get(ObjectID id) const;
private:
Object *_inventory[kMaxCarry];
size_t _numObjects;
};
class GameManager {
public:
GameManager(SupernovaEngine *vm, Common::Event *event);
void processInput();
void executeRoom();
SupernovaEngine *_vm;
Common::Event *_event;
uint16 _key;
Room *_currentRoom;
Room _rooms[kRoomsNum];
Inventory _inventory;
GameState _state;
Action _inputVerb;
Object _inputObject[2];
bool _waitEvent;
bool _newRoom;
bool _newOverlay;
int _timer1;
int _timer2;
void takeObject(Object &obj);
bool genericInteract(Action verb, Object &obj1, Object &obj2);
bool isHelmetOff();
void great(uint number);
bool airless();
void shock();
void mouseInput();
void mouseInput2();
void mouseInput3();
void mouseWait(int delay);
void wait2(int delay);
void turnOff();
void turnOn();
void screenShake();
void loadTime();
void saveTime();
bool saveGame(int number);
void errorTemp();
void roomBrightness();
void palette();
void showMenu();
void drawMapExits();
void animationOff();
void animationOn();
void loadOverlayStart();
void openLocker(const Room *room, Object *obj, Object *lock, int section);
void closeLocker(const Room *room, Object *obj, Object *lock, int section);
void edit(char *text, int x, int y, int length);
int invertSection(int section);
};
}
#endif
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